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Messages - raledon

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16
You can even add evil elves - those will definately fight you:) About traps - many creatures have TRAPAVOID - meaning they are not affected by traps... ever. So army is what you need:) Or just get inside fortress and close thedoor until you got enough skillfull soldiers... and some golems.. and maybe a guardian of armok and mountainking. Then open up and make a gory mess of enemies:)
My caged armies of trolls... noooooooooooo!
One question though, does mines count as traps in that sense? Do the mines get triggered by caravans or my own dwarves?
Sounds like that... cheesing it the way to do it :<.
oh and just one more idea to your list: make a bridge, fill the area below it with magma. Make them walk it. Close the bridge (or pull the lever to the trapdoors). Let them burn (or turn them into a target practice for your marksmen).

17
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 25, 2012, 09:29:54 am »
Suggestion: food system overhaul:
Food value should be adjusted. Currently, a barrel of cooked food can reach the value of 20K, more than many legendaries.
High quality food should be worth a lot, but currently a food based industry is the way to go (just lost to it, though, as I got invaded too early).
Part of it should be, I believe, in readjusting the quality control- a masterwork meal will consist of mostly masterworked ingredients and very few none masterwork, instead of the current pick-the-highest.
Dwarves will have the option of rationing, from half, normal (same as now), double and quadruple and up to 8x.
A dwarf eating less will have a reduced stats, while fattening will induce happy thoughts, add the "fat" description (makes him last longer without food) and adds bonuses. Bonuses apply only to double and quadruple.
Eating 8x will not grant a specific bonus, but increases the chance to eat well made food.
Higher quality food will grant bonuses, while a "like" (if the food contains an ingredient the dwarf likes) will make the food a +1 in quality level (masterwork will turn to legendary).
To sum it up: eating a lot grants dwarves bonuses, making them eat more in bigger intervals, and extra bonus if they eat good food.

18
Also, turns out I cannot create a world older than 50-100 years.... !Fun!  ???

19
A few changes from normal DF that boggled me, and I'd like some help with:
Some creatures (such as werewolves and other new creatures) ignore traps. Is this intended?
Also, is there a way to properly stopping them without cheesing the game (bridge in, bridge out)?
Archers doesn't seem to want to pick a crossbow and shoot... might require some more testing by my part (lack of ammo? no barracks?)
Last question, why does my dwarves hate burrows? I can't seem to get them to properly unassign them via the alert tabs, since they keep themselves inside (solved by manually removing them from the burrow's civilian list...)

20
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2010, 03:20:31 pm »

Thanks for the reply along with the humor :P. To answer your question, you can either designate an area for dumping inside the fortress and then press "k>d" when you're on the designated items. That's weird cause they should pick it up irregardless of where it is. Have you designated specific stockpiles for the items you want to pick up? If not, that's the problem. I don't have the game open right now but I believe it's either O or I, there should be an option for enabling or disabling picking up stuff outside.


PS: To dump/collect items in mass numbers, you (D)esignate it with (B) then (D) make the rectangle and hUZZAH!

No problem :). I just tried these, and the dwarves hate it. Atleast it's not that important.. (got a whole pile for armor/ammo/weapons). Strange thing is, I just created a new pile for metal ores and bars, but they seem to ignore it... kinda strange.

My chief medical dwarf got a strange mood and claimed a leather shop. He's asking for wood, leather, rough gems, and cut gems. I have all of those, but he will only grab leather. None of the materials are forbidden, what else could be wrong?
Try to get some more of each. I had the same problem once, needed bones, butchered an animal, and it didn't help... after I butchered another he took his share and finished.

21
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2010, 11:20:01 am »
How do I dig a pit and then get my poor miner out of the bottom.  Currently, I have a ramp at the bottom to allow my miner out, but to remove it, my miner has to go down into the pit.  I want to create a Bronze colossus arena, where it lives in the bottom and I drop goblins down to it via bridges. 

You can, if you want, build two pits. One will be the arena, connected to the second (which will have stairs). After you finish building, block the second pit from the arena (b C w), and build a floor on top of it. Try to make sure the dwarf build it from the right side, though...

A few more questions of my own- I have an animal caretaker/trainer, but when I try to train war/hunting dog or tame a caught vermin/large animal, it fails. The dogs are roaming my fort, and the animals are in cages. Also, how do I release/let my hunters kill the big caged untrained animals so I can butcher them?

Try the d->b command series. By default it is set to claim items.
Thanks, it let me tell my dwarves to claim bolts lieing around. Problem is, like the gear from before they refuse to collect it. Any suggestions?

22
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2010, 08:58:32 am »
(which happens to be composed of wood MOST the time ._.)

What kind of a dwarf are you, you wood shagging elf (the worst (rright ???) name a dwarf can be called!)?!?! You are a dwarf son of a dwarf to the dwarven family of dwarves! Use stones!

OK I got that out of my systems. Now to answer your question- I personally believe that volcano is good if you got either sand or a lot of metals there (otherwise it's just a waste...). If you are afraid of what might jump out of it and want to be sure you won't disturb it till a time you deem you are ready, build a floor and construct a wall a few blocks around it (b C f/w), that should seal it and make sure you won't disturb it accidentally with the dig command. Nothing should be able to come out of it (according to the guides) till you open it.

Now to my own question: how do I tell my dwarves to bother picking random stuff that lies outside of my fortress? For some reason I got leather and cloth items thrown around and nobody bothers taking them to my fort.

23
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 20, 2010, 01:15:37 am »
Back on the subject of the Tigerman I acquired earlier. About a month after acquiring it, the Tigerman died of thirst. Yes, I made sure to release the Tigerman from its cage. It spent its time in the meeting hall. I had 2 wells and plenty of booze available, so I'm not quite sure why the Tigerman died of thirst. Anyone know more about the nature of Tigermen and why such a thing would happen?

I'm not really sure since I didn't manage to tame animals myself, but maybe you didn't have a dwarf with the animal caretaker assignment?

24
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 19, 2010, 04:56:11 pm »
I have a problem with my hunters not hunting.. they got their "hunt" checked, and should have enough ammo (or so I believe, they don't bother telling me), but they seem to refuse going to hunt animals. Is there something I'm doing wrong?

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